After calls to Vmware support, which they couldn’t pinpoint the error, I sat and watched my VMs being created by composer.

My templates kept showing AppStack vdmks being added during the recompose process, and the pool would fail to publish.

I checked the AppVolumes assignments, and I guess name filtering wasn’t applied correct and was assigning the AppStacks to all the VMs in the OU. Reassigning the AppStack with name filtering turned on resolved the issue.

We recently upgraded to VMWare App Volumes 2.11 and had an issue on login to a Windows 7 VDI system where users were getting the following message:

“Error on login either ‘-r’ or ‘-s’ must be specified”

After submitting a ticket to VMware, the issue was with UEM 9.0 and the App Volumes 2.11 template file.

Resolution:

There is a switched built into the AppStacks script allvolattached_shellstart.bat. The call in the script is to use FlexEngine.exe -ra which is not used in UEM 9.0. You will need to adjust that to read FlexEngine.exe -UEMRefreshShortcuts for UEM 9.0.

For the existing AppStacks you can update the AppStack and make the changes during provisioning mode.

In Windows change to show hidden folders and hidden system folders. Browse to C:\SnapVolumesTemp\MountedDevices\ Open allvolattached_shellstart.bat with notepad and look for FlexEngine.exe -ra Change from -ra to -UEMRefreshShortcuts

In the end, I did find a solution. I made my own… Will it work in production? Too soon to tell, but… the code does compile and I will post the solution to the correct steps to at least get your code to compile. I might need to help Unreal with the changes, or maybe I am such a newbie I didn’t their instructions. Here, you decide 😉

*SQLite database support requires the ‘amalgamated’ source code for sqlite, obtainable at http://www.sqlite.org/download.html. It also requires you to compile the engine from Github source code rather than using the precompiled binary builds from the Unreal Launcher.

Download and extract the Unreal source as per the instructions on Github, then extract the contents (.cpp, .h) from the sqlite amalgamated zip into Engine/Source/ThirdParty/sqlite/sqlite and build it using VisualStudio.

If you are already building the engine from source it is necessary to rebuild it once you’ve added the SQLite files.*